Difference between revisions of "User:Aquanim/UnitTierList"

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'''Bulkhead''': Fills a hole in Amph, but if you have access to any other factory it probably has a better option than this.
 
'''Bulkhead''': Fills a hole in Amph, but if you have access to any other factory it probably has a better option than this.
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= Riots =
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<span style="color:#44f">'''A Tier'''</span>
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'''Reaver''': Range is a bit of a liability here, but this chews up raiders quite nicely and has strong synergy with cloak/Lobster/Charon.
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'''Mace, Ogre''': Expensive, good at bullying in the early-midgame, tend to be a bit too flimsy late-game. A few of these go a long way.
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<span style="color:lightblue">'''B Tier'''</span>
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'''Redback''': Gets kited by a few too many things to be A tier. Quite strong if it gets a good fight.
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'''Ripper''': Unexciting, but it gets the job done.
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'''Outlaw''': Does the job it is supposed to do for a shieldball.
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<span style="color:gold">'''C Tier'''</span>
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'''Scallop''': This would probably be D tier if it wasn't in the same factory as Lobster.
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'''Claymore''': Occasionally solves problems for Hover on land.
  
 
= Assaults =
 
= Assaults =
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<span style="color:#90f">'''S Tier'''</span>
 
<span style="color:#90f">'''S Tier'''</span>
  
'''Shockley and Eos''': These solve problems that nothing else in the game, short of a superweapon, can solve.
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'''Shockley, Eos''': These solve problems that nothing else in the game, short of a superweapon, can solve.
  
 
<span style="color:lightblue">'''B Tier'''</span>
 
<span style="color:lightblue">'''B Tier'''</span>

Revision as of 16:37, 27 October 2023

Preface

S Tier: I would happily make a new factory to make only this unit

A Tier: I feel good when I make this unit

B Tier: I feel OK about making this unit

C Tier: I am a bit unhappy if I have to make this unit, other factories have better options

D Tier: I am quite unhappy to make this unit

F Tier: I do not make this unit, and you should not make it either

Unclassifiable: Too weird or specialized to give a sensible grade

Ratings are for a mid-size teams game on a land map unless otherwise indicated. 1v1 ratings would be different.

Constructors

A Tier

Convict: Borderline S tier. Basically a combat unit in its own right, between supporting Felon and protecting its own turrets.

Welder: Strong at all stages, although the cost is a little annoying early game.

Constable: Very good early game constructor. Fragile and inefficient in late game.

Conjurer: As a constructor it is B tier at best... but it enables some cloak shenanigans.

B Tier

Weaver: Sometimes you need to build things on a hill.

Mason, Quill: Meh.

C Tier

Conch: On land it is slow and expensive. When underwater it is absolutely goated, S+ tier, better than mex.

Wasp: Useless as a combat constructor, but decent at expanding if it doesn't die to Swift.

D Tier

Crane: I guess expand with this if you absolutely have to... but it's pretty ass.

Strider Constructors

Funnelweb: A Tier, although its construction is less important than its shield.

Athena: Unclassifiable. Practical efficacy lies anywhere from A to F tier, depending on the vanity of the person using it.

Commanders

A Tier

Recon: Does not die to Placeholder. Dies a lot to Lance though. S tier if it enables expansion for you (like on Quicksilver).

B Tier

Guardian: Dies to Placeholder, but at least it has HP so it's less likely to die to Lance.

C Tier

Strike: Dies to Placeholder and Lance.

Engineer: Dies to Placeholder and Lance.

Skirmishers and Fire Support

A Tier

Fencer and Scalpel: Good cookie-cutter early game units.

Buoy: Beats a pretty big variety of things while taking minimal attrition.

Felon: Obviously this has the potential to be really good, but the style it fits into is pretty inflexible.

B Tier

Recluse: A tier on some maps. Good damage, but a little too flimsy for my taste.

Moderator: When you are ahead this is A tier. When you are behind this is terrible.

Crab: Extremely strong if it is not countered... but everybody knows its counters.

Rogue: Really, really bad at defending itself. Decent DPS if it gets to do its thing.

C Tier

Ronin: Occasionally good in the early game. Gets outscaled VERY quickly though.

D Tier

Dominatrix: Overrated. You have to have a lot or they don't pose a meaningful threat, and even if you do have a lot they tend to die all at once.

Bulkhead: Fills a hole in Amph, but if you have access to any other factory it probably has a better option than this.

Riots

A Tier

Reaver: Range is a bit of a liability here, but this chews up raiders quite nicely and has strong synergy with cloak/Lobster/Charon.

Mace, Ogre: Expensive, good at bullying in the early-midgame, tend to be a bit too flimsy late-game. A few of these go a long way.

B Tier

Redback: Gets kited by a few too many things to be A tier. Quite strong if it gets a good fight.

Ripper: Unexciting, but it gets the job done.

Outlaw: Does the job it is supposed to do for a shieldball.

C Tier

Scallop: This would probably be D tier if it wasn't in the same factory as Lobster.

Claymore: Occasionally solves problems for Hover on land.

Assaults

S Tier

Cyclops: Difficult to kill, effective against almost anything that costs more than 250 metal and enters its range. An absolute chad of a unit.

A Tier

Minotaur: Has enough HP that a commitment is always required to kill it. What more do you want?

Thug: Good at protecting other units that actually do something.

B Tier

Halberd: This is fine. Not amazing. But fine. Can spot for Lance if you don't have air.

Jack: In the right situation it's incredible. Otherwise it chases things and makes sad melee noises.

Grizzly: Good if you are fighting things it cleanly one-hits. Can be quite dubious otherwise.

C Tier

Knight: Strong if it gets a fight it actually wants. But being slow makes that difficult.

D Tier

Hermit: Decent range I guess, but 1500 HP is just not a lot.

Ravager: Reasonably fast, but that's really its only redeeming feature.

Anti-Air (mobile and static)

A Tier

Angler: The best anti-bomber AA at anything like its price point.

Razor: Single-handedly makes Gunship a bad factory.

B Tier

Ettin: A tier if you need its area of effect attack. C tier if you don't.

Crasher, Tarantula, Vandal: All quite serviceable missile-based AA. You need a really gigantic blob of Vandal which can be awkward.

Toad: In any other factory this would get built a lot more, but in Jumpfac it competes with Moderator and Jugglenaut.

Artemis: This shuts out enemy air in a way no other AA does... but it is an expensive, flimsy target.

Chainsaw: An unexciting compromise between cost and impact. It's okay.

C Tier

Thresher: Static, unarmoured and short range is a pretty bad combination. Ettin is almost always better.

Flail: Below average, but not awful.

D Tier

Gremlin: This disappoints me every time I build it. You get to scout and ambush with it, but its DPS is just... really bad.

Hacksaw: Once in a blue moon you need this. You don't enjoy needing it. But you make one anyway. Even at this thing's one job it is often worse than Newton.

Anti-Heavy

S Tier

Widow: Unmatched impact for cost.

A Tier

Racketeer: The safest but lowest-impact unit on the anti-heavy list.

Scorpion: This unit is NOT an assault. This unit is NOT a raider. Stop using it like one. It is at its best against a small number of units at about its own weight class.

Gnat: Niche, but if your opponent slacks on AA to protect their strider this is the punishment. Also has some early game uses.

B Tier

Ultimatum: I can't get this to connect reliably, but when it does...

D Tier

Skuttle: Incredibly unreliable.

Tactical Missiles

S Tier

Shockley, Eos: These solve problems that nothing else in the game, short of a superweapon, can solve.

B Tier

Inferno: Stop firing these at shields and other stuff it is useless against, I beg of you. Properly used this is fine.

Zeno: Throw these at armies in the late game if you have nothing better to do.

Unclassifiable

Quake: You'll know when you need this. Otherwise quite useless.